5.12.2024 - .2024 / Week 11 - Week 15
NIEWEIQIU/ 0360239 / BA of Design (HONS) in Creative Media
Sonic Design
Final Project
INSTRUCTIONS
LECTURES
Week 12 / 12.12.2024
Sound for Film
*Start from Video Storyboard
- visuals; description; music, SFX, audio description
*Linear Production
- when; what kind of sound; how loud / soft
- linear media
Sound for Game
*Game is not linear
*Things happen based on the player's states, choice, action
*Predict what will happen
*Visuals can serve as reference on what style of sound you want to make
Event (Triggers / Cues) Mapping
- Determine all possible actions that would require sound or change in sound state
1. Analysing game flow, visuals
2. List down everything and categorise
3. Reference / Concept on sounds or music
*Get clear reference
A. Research > Finalised Direction
B. Production
- Mock Mix (Built sound effects according to the video)
While creating sound...
- Can use 1 type of sound for different parts, adjust the pitch
- Study the component of the sounds
- Experiment with different effects on the sounds when editing
- Try doing different variations while recording
*Effects > Generate > Tones
Final Project: Game Audio Design
For this project, we will be using Unity to make sounds, and then we need to create the sounds and bring the game to life. First, we have to watch gameplay videos. Then, we need to plan and organize the sounds in the game and create the sounds ourselves.
Audio Storyboard
After downloading this Unity Learn | 3D Game Kit game, I had to play it first, finish it first and then observe the game carefully, and list the types of sounds based on the actions, environments and things in the video. After listing the sounds, I made an audio storyboard.
Audio Storyboard
Recorded Audio
I exported all the recorded sounds and used Au to perform emergency and tuning. In the end, I put them all in this folder. Sometimes there are multiple duplicates.
Sound effects editor
After the recording is complete, I start editing the sound. Similar to the previous project, every time I record a sound, there is some white noise, I move each recording track to Adobe Audition and perform noise reduction.Then save the file for further editing.
Since I recorded in the sewer, there will be 3D echo, so I will adjust the white balance and reverb. At the beginning, I couldn’t adjust it accurately, but later I finally completed it.
water-Parametric Equaliser
Since the sound of running water can be big or small, fast or slow, I will save it in two parts.
Crushing-Parametric Equaliser
When I recorded the stone crushing, it was impossible to get it right in one go. We tried many times, but ultimately we didn't get the effect I wanted. If we put the two sounds together, we would achieve this effect, so we decided to put the two sounds together to make the crushing sound.
hit-(Parametric Equaliser,Reverb)
The next sound is the sound of hitting the monster, and the monster is flesh and blood, so I decided to use a sponge to soak up water and then gently swing it with my fist, and also used the sound of punching to create the hitting effect.
Swinging a stick-Parametric Equaliser
Then there is the sound of waving sticks. With the previous experience, we quickly knew how to make this sound of waving sticks. It is also an effect that requires two sounds to be combined together to achieve.
Vocals-Parametric Equaliser
After that, I started recording my vocals. I wanted to record a lot of my life, such as the sound of the protagonist jumping, fighting, death, and injury. These sounds can be matched, but they must be adjusted using white balance. Most of the time, just keep the above parameters. After the protagonist's voice is introduced, some voice changes, tones and falling tones are used.
footsteps(Parametric Equaliser,Reverb)
Then I started recording footsteps, I recorded them outdoors, I waited for the rain to finish and then recorded the footsteps on the grass and the footsteps on the stones. These sounds were adjusted with reverb and white balance.
monster(Parametric Equaliser,Reverb,Lift)
Then there are the sounds of monsters attacking. The sounds of monsters are two kinds of sounds: attacking sounds and normal calls. I use human voice to dub them, but after dubbing I have to use ups and downs to adjust them, otherwise it will seem abrupt.
GruntSource
BGM
Next is the background music. I recorded the background music in the outdoor night. After recording, I lowered the pitch and cut it so that it can be put on. After putting it on, I will use Unity's own tuning to adjust it.
Underground BGM
There is not only one background music, there are also sounds coming from underground. I also adjusted the sound transmitted underground according to the first bgm. The sound of underground legends is generally quiet, like there is no sound, but there are some subtle sounds. So I directly recorded a piece of soundless but slightly subtle sound in the room.
Jump into the water
There is also the sound of people jumping into the water. I recorded this sound by throwing a heavy object into the bathtub at home. I found this to be very good and only needed a little adjustment in Unity before it could be used.
Firefly's BGM.
There is also the BGM of fireflies. I referred to the first background music for the BGM of fireflies, because I found that the background music I recorded also had the feeling of fireflies in the summer night, so I directly took out a piece and put it in, and used Unity to adjust it.
airplane
Finally, there are some sounds when the plane approaches. I recorded the sound of some cars starting and used Au to adjust it. I cut a very small piece and repeatedly widened it, and adjusted it into a very quiet sound of the approaching plane.
Hit the stone and crush it
Monster Sounds
falling water
Waving
footsteps
Final Project: Game Audio Design
This project gave me a whole new experience in sound design. Because of this assignment, we had to create, record and edit sound effects by ourselves. Since I didn't play many games, I was confused at the beginning. Therefore, I first listed the action and environmental sounds in the game video. To do this, I had to watch the game video many times to make sure that I recorded all the sounds that might appear in the video. The next thought was what kind of tools I could use to create the sound effects. There are also some sounds that we can reuse through different sound editing methods, but I'm not sure which sound can be used for different parts. The sound was denoised. Then, edit and experiment with different methods to create suitable sound effects for the game. During the experiment, I often found unexpected opportunities to reuse certain sounds for other parts of the game. While doing this project, I found that it was important to record different sounds made by objects so that we can have different options when editing sounds. It really challenged me to think outside the box and think about what materials I can use to create the sounds I need. Many times, the materials or methods for creating sounds are not what you expect. All in all, this was an interesting project that gave me an understanding of the workflow in the field of sound design.
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